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<div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/*</span>
<a name="l00002"></a>00002 <span class="comment"> * Copyright (c) 2010-2011, NVIDIA Corporation</span>
<a name="l00003"></a>00003 <span class="comment"> * All rights reserved.</span>
<a name="l00004"></a>00004 <span class="comment"> *</span>
<a name="l00005"></a>00005 <span class="comment"> * Redistribution and use in source and binary forms, with or without</span>
<a name="l00006"></a>00006 <span class="comment"> * modification, are permitted provided that the following conditions are met:</span>
<a name="l00007"></a>00007 <span class="comment"> *   * Redistributions of source code must retain the above copyright</span>
<a name="l00008"></a>00008 <span class="comment"> *     notice, this list of conditions and the following disclaimer.</span>
<a name="l00009"></a>00009 <span class="comment"> *   * Redistributions in binary form must reproduce the above copyright</span>
<a name="l00010"></a>00010 <span class="comment"> *     notice, this list of conditions and the following disclaimer in the</span>
<a name="l00011"></a>00011 <span class="comment"> *     documentation and/or other materials provided with the distribution.</span>
<a name="l00012"></a>00012 <span class="comment"> *   * Neither the name of NVIDIA Corporation nor the</span>
<a name="l00013"></a>00013 <span class="comment"> *     names of its contributors may be used to endorse or promote products</span>
<a name="l00014"></a>00014 <span class="comment"> *     derived from this software without specific prior written permission.</span>
<a name="l00015"></a>00015 <span class="comment"> *</span>
<a name="l00016"></a>00016 <span class="comment"> * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS &quot;AS IS&quot; AND</span>
<a name="l00017"></a>00017 <span class="comment"> * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED</span>
<a name="l00018"></a>00018 <span class="comment"> * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE</span>
<a name="l00019"></a>00019 <span class="comment"> * DISCLAIMED. IN NO EVENT SHALL &lt;COPYRIGHT HOLDER&gt; BE LIABLE FOR ANY</span>
<a name="l00020"></a>00020 <span class="comment"> * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES</span>
<a name="l00021"></a>00021 <span class="comment"> * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;</span>
<a name="l00022"></a>00022 <span class="comment"> * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND</span>
<a name="l00023"></a>00023 <span class="comment"> * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span>
<a name="l00024"></a>00024 <span class="comment"> * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS</span>
<a name="l00025"></a>00025 <span class="comment"> * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span>
<a name="l00026"></a>00026 <span class="comment"> */</span>
<a name="l00027"></a>00027 
<a name="l00028"></a>00028 <span class="preprocessor">#include &lt;nih/bvh/cuda/lbvh_context.h&gt;</span>
<a name="l00029"></a>00029 <span class="preprocessor">#include &lt;nih/bintree/cuda/bintree_gen.h&gt;</span>
<a name="l00030"></a>00030 <span class="preprocessor">#include &lt;<a class="code" href="morton_8h.html" title="Defines some general purpose algorithms.">nih/bits/morton.h</a>&gt;</span>
<a name="l00031"></a>00031 <span class="preprocessor">#include &lt;thrust/sort.h&gt;</span>
<a name="l00032"></a>00032 
<a name="l00033"></a>00033 <span class="keyword">namespace </span>nih {
<a name="l00034"></a>00034 <span class="keyword">namespace </span>cuda {
<a name="l00035"></a>00035 
<a name="l00036"></a>00036 <span class="keyword">namespace </span>lbvh {
<a name="l00037"></a>00037 
<a name="l00038"></a>00038     <span class="keyword">template</span> &lt;<span class="keyword">typename</span> Integer&gt;
<a name="l00039"></a><a class="code" href="structnih_1_1cuda_1_1lbvh_1_1_morton__bits.html">00039</a>     <span class="keyword">struct </span><a class="code" href="structnih_1_1cuda_1_1lbvh_1_1_morton__bits.html">Morton_bits</a> {};
<a name="l00040"></a>00040 
<a name="l00041"></a>00041     <span class="keyword">template</span> &lt;&gt;
<a name="l00042"></a><a class="code" href="structnih_1_1cuda_1_1lbvh_1_1_morton__bits_3_01uint32_01_4.html">00042</a>     <span class="keyword">struct </span><a class="code" href="structnih_1_1cuda_1_1lbvh_1_1_morton__bits.html">Morton_bits</a>&lt;uint32&gt; { <span class="keyword">static</span> <span class="keyword">const</span> uint32 value = 30u; };
<a name="l00043"></a>00043 
<a name="l00044"></a>00044     <span class="keyword">template</span> &lt;&gt;
<a name="l00045"></a><a class="code" href="structnih_1_1cuda_1_1lbvh_1_1_morton__bits_3_01uint64_01_4.html">00045</a>     <span class="keyword">struct </span><a class="code" href="structnih_1_1cuda_1_1lbvh_1_1_morton__bits.html">Morton_bits</a>&lt;uint64&gt; { <span class="keyword">static</span> <span class="keyword">const</span> uint32 value = 60u; };
<a name="l00046"></a>00046 
<a name="l00047"></a>00047 };
<a name="l00048"></a>00048 
<a name="l00049"></a>00049 <span class="comment">// build a Linear BVH given a set of points</span>
<a name="l00050"></a>00050 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> Integer&gt;
<a name="l00051"></a>00051 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> Iterator&gt;
<a name="l00052"></a><a class="code" href="structnih_1_1cuda_1_1_l_b_v_h__builder.html#abb1ce022488c550e59cc87cd3d7ff2db">00052</a> <span class="keywordtype">void</span> <a class="code" href="structnih_1_1cuda_1_1_l_b_v_h__builder.html#abb1ce022488c550e59cc87cd3d7ff2db">LBVH_builder&lt;Integer&gt;::build</a>(
<a name="l00053"></a>00053     <span class="keyword">const</span> <a class="code" href="structnih_1_1_bbox.html">Bbox3f</a>    bbox,
<a name="l00054"></a>00054     <span class="keyword">const</span> Iterator  points_begin,
<a name="l00055"></a>00055     <span class="keyword">const</span> Iterator  points_end,
<a name="l00056"></a>00056     <span class="keyword">const</span> uint32    max_leaf_size)
<a name="l00057"></a>00057 { 
<a name="l00058"></a>00058     <span class="keyword">typedef</span> <a class="code" href="structnih_1_1cuda_1_1_bintree__gen__context_1_1_split__task.html">cuda::Bintree_gen_context::Split_task</a> Split_task;
<a name="l00059"></a>00059 
<a name="l00060"></a>00060     <span class="keyword">const</span> uint32 n_points = uint32( points_end - points_begin );
<a name="l00061"></a>00061 
<a name="l00062"></a>00062     m_bbox = bbox;
<a name="l00063"></a>00063     need_space( m_codes, n_points );
<a name="l00064"></a>00064     need_space( *m_index, n_points );
<a name="l00065"></a>00065     need_space( *m_leaves, n_points );
<a name="l00066"></a>00066 
<a name="l00067"></a>00067     <span class="comment">// compute the Morton code for each point</span>
<a name="l00068"></a>00068     thrust::transform(
<a name="l00069"></a>00069         points_begin,
<a name="l00070"></a>00070         points_begin + n_points,
<a name="l00071"></a>00071         m_codes.begin(),
<a name="l00072"></a>00072         <a class="code" href="structnih_1_1morton__functor.html">morton_functor&lt;Integer&gt;</a>( bbox ) );
<a name="l00073"></a>00073 
<a name="l00074"></a>00074     <span class="comment">// setup the point indices, from 0 to n_points-1</span>
<a name="l00075"></a>00075     thrust::copy(
<a name="l00076"></a>00076         thrust::counting_iterator&lt;uint32&gt;(0),
<a name="l00077"></a>00077         thrust::counting_iterator&lt;uint32&gt;(0) + n_points,
<a name="l00078"></a>00078         m_index-&gt;begin() );
<a name="l00079"></a>00079 
<a name="l00080"></a>00080     <span class="comment">// sort the indices by Morton code</span>
<a name="l00081"></a>00081     <span class="comment">// TODO: use Duane&#39;s library directly here... this is doing shameful allocations!</span>
<a name="l00082"></a>00082     thrust::sort_by_key(
<a name="l00083"></a>00083         m_codes.begin(),
<a name="l00084"></a>00084         m_codes.begin() + n_points,
<a name="l00085"></a>00085         m_index-&gt;begin() );
<a name="l00086"></a>00086 
<a name="l00087"></a>00087     <span class="comment">// generate a kd-tree</span>
<a name="l00088"></a>00088     <a class="code" href="structnih_1_1cuda_1_1_l_b_v_h__context.html">LBVH_context</a> tree( m_nodes, m_leaves );
<a name="l00089"></a>00089 
<a name="l00090"></a>00090     <span class="keyword">const</span> uint32 bits = <a class="code" href="structnih_1_1cuda_1_1lbvh_1_1_morton__bits.html">lbvh::Morton_bits&lt;Integer&gt;::value</a>;
<a name="l00091"></a>00091 
<a name="l00092"></a>00092     <a class="code" href="group__bintree.html#gad76a50ae08ab4d525f748a7cbcc0fb6e">generate</a>(
<a name="l00093"></a>00093         m_kd_context,
<a name="l00094"></a>00094         n_points,
<a name="l00095"></a>00095         thrust::raw_pointer_cast( &amp;m_codes.front() ),
<a name="l00096"></a>00096         bits,
<a name="l00097"></a>00097         max_leaf_size,
<a name="l00098"></a>00098         <span class="keyword">false</span>,
<a name="l00099"></a>00099         tree );
<a name="l00100"></a>00100 
<a name="l00101"></a>00101     m_leaf_count = m_kd_context.m_leaves;
<a name="l00102"></a>00102     m_node_count = m_kd_context.m_nodes;
<a name="l00103"></a>00103 
<a name="l00104"></a>00104     <span class="keywordflow">for</span> (uint32 level = 0; level &lt;= bits; ++level)
<a name="l00105"></a>00105         m_levels[ bits - level ] = m_kd_context.m_levels[ level ];
<a name="l00106"></a>00106 }
<a name="l00107"></a>00107 
<a name="l00108"></a>00108 } <span class="comment">// namespace cuda</span>
<a name="l00109"></a>00109 } <span class="comment">// namespace nih</span>
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